![]() But no matter how many mechanics, or “gimmicks” if you will, they all need introduction to the player so they know what they’re dealing with. Donkey Kong Country Tropical Freeze in return relies on up to 7 mechanics per level combined under the level’s theme. Mario levels made by Nintendo tend to focus on one or two basic concepts per level. Now, firstly, a popular method to use mechanics in Mario levels is the 4 Step Principle, which I will use as an outline for this thread. Feel free to deviate from them and experiment with concepts and see if you can come up with your own ideas to make your levels fun!įor further demonstration I will provide examples in the spoilers, in case you have trouble imagining what I’m talking about. This is simply a compilation of methods Nintendo use to make their levels. Note that the things discussed in the following aren’t strict formulas. ![]() I decided to make this thread to compile all the things I’ve gathered from sources on level design from all over the internet to give people an idea on how to make their levels more accessible to a wider audience. ![]() The Big Compilation of Level Design, an essay on level design in the Super Mario franchise by Aristocrat
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